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Showing posts with label QuestWorlds. Show all posts
Showing posts with label QuestWorlds. Show all posts

Friday, 31 December 2021

Jonstown Jottings #50: The Company of the Dragon

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
The Company of the Dragon is a campaign for use with RuneQuest: Roleplaying in GloranthaIt is based on a campaign developed on the author’s blog.

It is a sequel to the author’s earlier Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha, which can also be run as a standalone campaign.

Notes are included so that The Company of the Dragon can be run using Questworlds (formerly known as HeroQuest: Glorantha) or 13th Age Glorantha.

It is a two-hundred-and-seventy page, full colour, 222.29 MB PDF or alternatively a 
two-hundred-and-seventy page, full colour hardback book.

The layout is clean and tidy. It uses classic RuneQuest cartorgraphy,  the artwork is good, and although it requires an edit in places, is well written and easy to read.

Where is it set?
The Company of the Dragon is set across Sartar in Dragon Pass. Specifically, it is set between Earth Season, 1620 ST and Darkness Season, 1625 ST.

Who do you play?
If The Company of the Dragon is played as the direct sequel to Six Seasons in Sartar, the Player Characters will be dispossessed and on the run members of the Haraborn Clan, broken following a confrontation with the occupying forces of the Lunar Empire.

Alternatively, if The Company of the Dragon is played as a standalone campaign, the Player Characters should be Sartarites who have been rendered clanless due to the actions or influence of the Lunar Empire and therefore have a dislike of either Chaos or the Lunar Empire.

What do you need?
The Company of the Dragon requires RuneQuest: Roleplaying in Glorantha, the Glorantha Bestiary, the RuneQuest Gamemaster Screen Pack, and The Book of Red Magic. The Startar Campaign may also be useful.

What do you get?
The truth of the matter is that like Six Seasons in Sartar before it, The Company of the Dragon is not one thing. Both are campaigns and both are more than the sum of their parts, for each and every one of those parts stands out on its own. Not necessarily because they are gameable, but together they contribute to the campaign as a very satisfactory whole.

First—and most obviously, The Company of the Dragon is a campaign and a sequel to Six Seasons in Sartar. In Six Seasons in Sartar, the players and their characters, newly initiated members of the Haraborn, the Clan of the Black Stag, the 13th Colymar clan play out the last year of existence before its sundering at the hands of the Lunar Empire. Brought to the attention of Kallyr Starbrow, the last few members of the clan—including the Player Characters—are on the run, hunted by both occupying Lunar forces and the empire’s indigent servants. They have taken to hills, one more dispossessed band of the clanless, relying at best on the generosity of those Sartarite hill clans prepared to support the victims of the Lunar Empire. Some—mostly the ‘gentrified’ Sartarites of the towns and cities—instead view them as bandits and rebels in the face of the peace and prosperity that comes with being a Lunar client state, and the divide between the Sartarites of the towns and the hills is an important aspect of the campaign.

As a campaign, the focus and setting for Six Seasons in Sartar was narrow—the Vale that is home to the Haraborn and the six seasons which run from 1619 ST and into 1620 ST. It did not so much take the Player Characters out of those confines, as force them out at the end of the campaign. The Company of the Dragon takes place between Earth Season, 1620 ST and Darkness Season, 1625 ST, during which time the Player Characters and their band, will crisscross Sartar, often with the enemy dogging their heels, potentially participating in the great events of the period, such as the Battle of Auroch Hills. Ultimately, as the campaign comes to a climax, the Player Characters will participate in the Dragonrise (which takes place just weeks before the beginning of RuneQuest: Roleplaying in Glorantha) and the ascension of Kallyr Starbrow. Chronologically, this equates to the same period that players are rolling the family backgrounds for the active five years of their characters’ own adventuring in character generation in RuneQuest: Roleplaying in Glorantha. What this means is that The Company of the Dragon could be used as a means not to simply generate the backgrounds for the Player Characters, but rather play them out. This would work playing the campaign as members of the Haraborn clan or simply the dispossessed if run as a standalone campaign.

As a campaign, The Company of the Dragon consists of some twenty-seven seasons, covering some five years, into each of which can be slotted the campaign’s episodes. Some of these come pre-filled, such as The Forging, the campaign’s starting point, and then The Battle of Auroch Hills, Famine, Dragonrise, and Kallyr Starbrow. The rest are left empty for the Game Master to populate as best suits her campaign and her players. Over half of the book is dedicated to these, each broken down into its what, when, where, who, why, and how, before presenting potential exits. Some are connected, but many are standalone and many can be repeated, such as encountering ‘rival’ bandits, escaping from capture, facing the famine which besets Sartar due to the Great Winter, being hunted by the authorities, and so on. In many cases, these episodes can be varied slightly so that they do not feel repetitive. The episodes range in tone, some are merely exciting, others epic, and some truly horrific and creepy. Depending upon the players, there are some episodes which are of a mature nature and so may not be suitable for all groups, even though their roleplaying potential is still very high. 

Second, The Company of the Dragon is a means to quantify and run an organisation—in this a band of rebels which will rise above mere banditry and become a warband associated with and allied to Kallyr Starbrow. As a band on the run, the organisation becomes the Player Characters’ community, a mobile one, but a community, nevertheless. This is the ‘Company of the Dragon’ itself and the Player Characters form its Ring, its heart and ruling body, along with any other surviving NPCs from the Haraborn Clan, if the campaign is being run as a sequel to Six Seasons in Sartar. The community/warband is done as a Player Character in its own right, complete with Community characteristics, Runes, Reputation, and even skills. The Community characteristics interact with the world around in two ways. One is directly against another organisation, for example, against a Lunar force sent to track them down, and this is handled with opposed rolls, whilst the other is as resources, for example, donating food to a starving Clan and in doing so, depleting the warband’s Community Constitution. Throughout the campaign, the Player Characters must constantly keep track of and maintain the Community characteristics to ensure the warband’s survival.

Third, The Company of the Dragon is also a guide to Illumination, for the warband is also its own cult and has its own Wyter. This stems from the final scenarios in the earlier Six Seasons in Sartar, and ultimately the loss and replacement of Clan Haraborn’s Wyter. The Illumination involved is neither that of Nysalor or the Red Goddess, but that of Draconic Consciousness. Here The Company of the Dragon resolutely veers into ‘Your Glorantha Will Vary’ territory and the author’s interpretation may not match that of the Game Master running the campaign. However, it does push the members of the company to become something more than a mere warband and perhaps achieve the mythic, if in a very different fashion.

Fourth, The Company of the Dragon is an initiation into the mysteries of Glorantha. These are primarily explored through the alternative form of Illumination, but The Company of the Dragon continues the writings in Six Seasons in Sartar which examined initiation rituals. Six Seasons in Sartar included detailed initiations for both Orlanth lay worshippers and Ernalda lay worshippers, but here expands on that to detail the rituals involved for Orlanth Adventurous, Vinga, Humakt, Babeester Gor, and Storm Bull. The last one detailed is that for The Company of the Dragon itself.

Fifth, The Company of the Dragon, much like Six Seasons in Sartar, is a toolkit. Take the various bits of the campaign and what you have is a set of tools and elements which the Game Master can obviously use as part of running The Company of the Dragon, but can also take them and use them in her own campaign. So this is not just the advice and discussion as to the nature of initiations and how to run them, but also the rules for creating and running streamlined NPCs—supported by a wide range of NPCs which the Game Master can modify, a guide to running character and story arcs, running and handling communities, and of course, advice on running both the campaign and RuneQuest: Roleplaying in Glorantha in general.

Sixth, The Company of the Dragon, much like Six Seasons in Sartar, is a conceit. Throughout the campaign, commentary is provided by a number of notable Gloranthan scholars and experts in Third Age literature, not necessarily upon the campaign itself, but upon the events detailed The Warbands of Sartar Under the Pax Imperii by Temerin the Younger, a Lunarised Sartarite who was intrigued enough by the ‘rebels’ of The Company of the Dragon to want understand what motivated its members. Again there are excepts from later authors, such as ‘Bands of Brothers, Circles of Sisters’ – The Warbands of Ancient Sartar by Deborah Abadi, or Miguel Moreno’s ‘Between Two Nations: Temerin the Younger’s Identity Struggle’ from The Journal of Heortling Studies, October 1998. As before, this device enables the author himself to step out of the campaign itself and add further commentary, not just from his own point of view, but from opposing views. Beyond that, the conceit pushes The Company of the Dragon as a campaign from being a mere campaign into being an epic, because essentially, it is what a heroic poem does.

Of course, The Company of the Dragon comes to an end. The climax manages to be epic and monstrous, gloriously involving the Company of the Dragon and the Player Characters. It enables them to be involved in the most pivotal events of the recent Gloranthan history and likely prove themselves to heroes worthy of myth and legend. 

Is it worth your time?
YesThe Company of the Dragon is a superb treatment of community, myth, and destiny in Glorantha, which pushes the players and their characters to build and maintain their own community, to create their own myth, and ultimately, have them forge their own destiny. Packed with tools, advice, and discussion, this is exactly the sequel that Six Seasons in Sartar needed and whether as a sequel or a standalone campaign, is a superb prequel to the events of RuneQuest: Roleplaying in Glorantha and the Sartar Campaign.
NoThe Company of the Dragon presents an alternative campaign set-up, one which takes place prior to the default starting date for RuneQuest: Roleplaying in Glorantha and requires you to play out season by season—and you may already have begun your campaign.
MaybeThe Company of the Dragon includes content which is useful beyond the limits of its campaign—the initiation rites, the notes on heroquests, rules for streamlined NPCs, quick resolution rules for battles, and more. That more consists of almost thirty fully detailed adventures and adventure seeds which can be drawn out and developed by the Game Master. All useful in an ongoing campaign. 

Monday, 22 March 2021

Jonstown Jottings #40: Secrets of HeroQuesting

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford's mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Secrets of HeroQuesting is a guide to HeroQuesting—becoming a hero, creating and running HeroQuests, and other secrets of HeroQuesting.

It is 10.43 MB, eighty-one page full colour PDF.

It is generally well written and illustrated throughout with a range of Public Domain artwork. The layout is tight in places and it needs another edit.

Where is it set?
Secrets of HeroQuesting can be set anywhere in Glorantha, but focuses on Central Genertela.

Who do you play?
Secrets of HeroQuesting does not require any specific character types, but Player Characters should possess magic, be capable and willing to embody the tenets of their cults and the characteristics of the gods they worship.

What do you need?
Secrets of HeroQuesting requires RuneQuest: Roleplaying in Glorantha, but will apply to, but is not specifically for, QuestWorlds: Glorantha and 13th Age Glorantha.

Secrets of HeroQuesting makes reference to numerous supplements for Hero Wars, Questworlds, and HeroQuest Glorantha, including Sartar: Kingdom of Heroes and The Eleven Lights. It also references numerous titles from the Stafford Library and fanzines. None of these are necessary to run the content in Secrets of HeroQuesting, but they will help the Game Master with examples.

What do you get?
HeroQuesting—the ability to engage with the mythology and beliefs of Glorantha’s many cults and legends, to learn from them, to enforce them, and to embody the original participants, has long been a long-term aim of roleplaying in Glorantha, from RuneQuest II to RuneQuest: Roleplaying in Glorantha. After all, the Lightbringers’ Quest in which Orlanth, Chalana Arroy, Lhankor Mhy, Issaries, Eurmal, Flesh Man, and Ginna Jar quested into the depths of Hell to find the Bright Emperor Yelm whom Orlanth had slain with the newly discovered Death, and return him to his rightful place and so bring about an end to the Great Darkness, is a myth central to Glorantha’s lore, which great heroes can enact again and again to enforce a fundamental truth about the world. This re-enactment and enforcing of a myth is known as a HeroQuest and its participants are HeroQuesters, and whilst the Lightbringers’ Quest may be the greatest of HeroQuests—especially if you belong to one of the cults which worships its original participants—there are innumerable cults in Glorantha, and all of them have myths to replicate and HeroQuests to be fulfilled. Secrets of HeroQuesting explores and examines the ideas and concepts behind HeroQuesting and suggests ways in which the Player Characters—if they are powerful enough and sufficiently devout—can undertake and so become greater heroes for their cults.

A HeroQuest is the bringing of a myth into the world, typically enacted through a divinely inspired, tightly regulated mythical journey, designed to ‘Achieve the Impossible’. Secrets of HeroQuesting identifies and examines various types in some detail—‘Short Form’, ‘Long Form’, ‘Riddling Contests’, ‘Wagering Contests’, ‘Re-enactment’, ‘Magic Roads’, ‘Raid Quests’—noting the potential controversy of the latter given that we are gaming in a modern world, ‘Exploration’, ‘Mundane’, and even ‘Spell-Learning’ in which Rune and other spells can be learned through mini-HeroQuests which echo how they were originally learned. In moving on to look at their individual steps or ‘Stations’ it suggests that HeroQuests become something that a HeroQuester actually invest points of Power into—much as he did for Rune spells—so that he can access a particular HeroQuest more easily later. Similarly, individual Stations can be invested in, which sets a greater flexibility in how the HeroQuester approaches each Station and can substitute different Stations for another and even use one Station to leap to another and potentially into another HeroQuest. In terms of objectives, a HeroQuester will not only be enforcing a Myth, but more personally learning a spell, performing an improbable act or task, gaining a magical weapon or item, gaining allies, and more. It might be that a HeroQuester is undertaking a HeroQuest to gain the means and support to start a bigger more important HeroQuest which he would otherwise be unable to start, let alone complete.

What is emphasised throughout is that although a HeroQuester is enforcing a particular myth, his approach need not rigidly adhere to how the HeroQuest is completed according to said myth. The HeroQuester can be flexible in how he attempts each Station, especially if successful. If a HeroQuester’s approach can be flexible, then so can the HeroQuest in that it is possible to alter or warp a HeroQuest, not just for the HeroQuester who completed it, but for anyone who attempts it afterwards. The flexibility extends to improvising stations as well, but this requires a higher degree of knowledge upon the part of both Game Master and her players, so is better suited to veterans who have been playing for a while and whose characters have also been HeroQuesting for as long. 

Numerous examples of HeroQuests are discussed throughout, though the Game Master will still need to track them down in order to deploy them in her campaign. Also discussed are the advantages of being Illuminated and going on HeroQuests, as well as covering the different planes—from the Mundane Plane to the God Plane, and the Ages of Gloranthan Mythology—from the Formless Age and the Dark Age to the Chaos Age and the Silver Age. Advice is given on designing and running a HeroQuest, tailoring to the players and their HeroQuesters, and suggested Game Master styles. It even takes the concept of ‘Achieving the Impossible’ up a notch or nine and suggests quite how HeroQuesters could potentially save those who have been consumed by the Crimson Bat! This falls under ‘Your Glorantha Will Vary’ of course, but would make for an epic mini-campaign since it would require a great deal of preparation, research and adventuring to even attempt it, including numerous HeroQuests before the big event. Throughout, the author adds commentary to the content, personalising it and giving much of what he writes some context.

Now as good as the advice in Secrets of HeroQuesting is, and as interesting a read on the subject as it is, there are issues with Secrets of HeroQuesting which preclude it from being totally useful for your RuneQuest: Roleplaying in Glorantha or other Glorantha-set campaign. First, it is one author’s view of what it is and what it involves, born of forty years of gaming in Glorantha, so it is unlikely to be the ‘official’ approach to the subject matter when the official guidelines are released. Second, the author draws heavily on forty years of assembling an extensive library of roleplaying games, supplements, scenarios and campaigns, and fanzines—the majority of which the reader is unlikely to possess or have access to. This is particularly noticeable in the suggested use of ‘Virtues’, the equivalent of personality Traits from King Arthur Pendragon, which although present in earlier supplements for RuneQuest: Classic Edition (and also in the fanzines Tales of the Reaching Moon #6 and Enclosure #1), they are not present in RuneQuest: Roleplaying in Glorantha, though the Power Runes do use its model. The inclusion of Virtues is not the only mechanical additions in Secrets of HeroQuestingthe others being the investment of Power into HeroQuests and individual Stations, and the inclusion of a ‘Hero Soul’, a magical part of a HeroQuestor which is awakened upon a Player Character first participating in a HeroQuest and left permanently on the God Plane. These contribute towards the third issue, the inclusion of extra mechanics and elements for the Player Character and Game Master alike to keep track of in addition to the fairly complex character sheet for RuneQuest: Roleplaying in Glorantha. Fourth and last, is that although the author identifies that most of what has been written about HeoQuests in the past is “fragmentary and self-contradicting” and states that his aim is to reconcile these fragments together with his “…most recent ideas and gaming experiences”, as much light as is thrown on HeroQuesting, Secrets of HeroQuesting still cannot quite get away from the enigmatic and mystifying nature of its subject matter. Especially for the Game Master not as learned when it comes to the lore. Perhaps the promised Secrets of HeroQuesting: Storm will provide concrete worked examples and advice on staging and varying HeroQuests when it is released.

Despite these issues, this does not mean that content presented in Secrets of HeroQuesting is neither interesting or useful, and it really has a lot of potential, especially if the Game Master has access to the same content as the author. Bringing that potential to the table is another matter, especially if the Game Master is new to Glorantha and RuneQuest: Roleplaying in Glorantha.

Secrets of HeroQuesting ends with a detailed bibliography of roleplaying games, supplements, campaigns, and fanzines in which HeroQuesting is explored, a glossary of terminology, and full table of contents.

Is it worth your time?
YesSecrets of HeroQuesting provides an in-depth exploration of HeroQuesting, an important aspect of roleplaying in Glorantha and careful study will enable the Game Master to take her campaign and players and their characters onto another plane.
NoSecrets of HeroQuesting provides an in-depth exploration of HeroQuesting, an important aspect of roleplaying in Glorantha, but it is not the official version from Chaosium, Inc. and it cannot quite escape being still a mystifying and enigmatic subject.
MaybeSecrets of HeroQuesting provides an in-depth exploration of HeroQuesting, an important aspect of roleplaying in Glorantha, but it is not the official version from Chaosium, Inc. and it cannot quite escape being still mystifying and enigmatic despite going some way to clarify the ideas and concepts behind the subject.

Monday, 17 August 2020

Jonstown Jottings #26: Valley of Plenty

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—




What is it?
Valley of Plenty is the first part of The Jaldonkillers Sagaa campaign for QuestWorlds (HeroQuest Glorantha). 

It is a one-hundred-and-fifty page, full colour, Print on Demand softback book.

Although it needs a slight edit in places, Valley of Plenty is nicely presented with some reasonable artwork. The cover is pleasingly bucolic.

Where is it set?
Valley of Plenty is set in the lands of the Blue Jay clan of the Dundealos tribe in southwest Sartar on the border with Prax.

When is it set?
Valley of Plenty begins in 1602 and will explore events which take place in 1602, 1605, 1607, and 1608.

Who do you play?
Members of the Wildlings, the gang led by the younger daughters of Dinorth Many-Spears, leader of the Blue Jay clan and King of the Dundealos tribe. They are in turn children, teenagers, young adults, and finally adults, who will play and then grow into their roles in the tribe.

What do you need?
Valley of Plenty requires QuestWorlds to play. (At the time of the publication of Valley of Plenty, only the QuestWorlds - System Reference Document is available. Alternatively, Valley of Plenty can be run using HeroQuest: Glorantha.).

Valley of Plenty also makes reference to Sartar: Kingdom of Heroes, Sartar Companion, Sartar Player’s Primer, The Coming Storm: The Red Cow Volume I, The Eleven Lights: The Red Cow Volume II, The Guide to Glorantha, and The Glorantha Sourcebook. Of these, Sartar: Kingdom of Heroes will provide details of the gods and their associated cults that are also worshiped by the Blue Jay clan, whilst The Glorantha Sourcebook provides wider background.

What do you get?
Valley of Plenty is notable as a release on the Jonstown Compendium for being the first for use with QuestWorlds rule-system—Chaosium, Inc.’s update for HeroQuest. It is both a sourcebook for, and the first part of, The Jaldonkillers Saga, a campaign set in Sartar which will take a group of characters from the idyll of their childhood through the sundering of their tribe and beyond to its reconstitution in exile and then the efforts made to retake both their tribe’s lands and glory. This is framed against the invasion of Sartar by the Lunar Empire and its repulsion following the Dragonrise. Valley of Plenty only covers the first part of this and sets everything up and deeply involves the players and their characters in their clan through notable events in the early lives.

The player characters begin play as children. They are members of the Wildings, a gang lead by the younger daughters of Dinorth Many-Spears leader of the Blue Jay clan and King of the Dundealos tribe, who have plenty of time to play and have fun. No matter what trouble they get into, the Wildlings have the favour of the king—though sometimes not his wife—and this has interesting implications for the campaign. It means that as the campaign progresses and the characters grow, the characters’ friendship with the king’s daughters and his favour enable them to grow into a place close to the king and the events that will beset the clan, rather than being the default set-up from the outset. So initially, the campaign will have a little of the feel of Swallows and Amazons or Five Go Adventuring Again, but this will change as the characters grow, become adults, and assume their full roles in the clan.

The structure of the campaign is episodic. The first takes place when the Player Characters are eight or nine, beginning with a day that many players will recognise from a hot summer’s day from their own childhoods, before going on to explore the consequences of the day. From an adult perspective, it is very light-hearted, but not so from that of children. In particular, the second scenario, ‘Two Frogs Too Many’ presents a challenge typical of that which might be faced by an adult adventurer in Glorantha, but here appropriately scaled down to match the ability levels of the children. (Mechanically, of course, this does mean that the abilities of the Player Characters or the threat they face have been scaled down, but for QuestWorlds, they have been scaled down narratively.) The second is set in 1605 when they are eleven or twelve, have some responsibilities, but still time to slip away on an adventure, one that brings then face-to-face with the clan’s enemies and then have a day at the races. In 1607, the Player Characters will undergo their rites of passage and become adults, before in 1608, engage in adult activities—a raid and the difficulties of engaging with a rival clan. The Player Characters will have their first encounter with the Lunars, a sign of things to come in future parts of The Jaldonkillers Saga.

In between these periods of intense activities, the players roll for events which will affect them and their families and learn of ongoing events in the tribe and the wider world. All the adventures though, are really well done, in presenting tasks and challenges appropriate to the ages of the Player Characters, the risks and responsibilities growing with each new chapter. Each period comes with additional seeds and throughout the bonuses to be gained and changes to be made to each character’s stats as they grow up and eventually gain responsibilities, meaning that the characters grow up both mechanically and narratively into adults and members of the tribe. At the same time, both they and the Game Master are growing into QuestWorlds’ mechanics, the campaign introducing different elements of the rules as it progresses.

In addition to the mechanical progression, Valley of Plenty also presents the background information that the Player Characters would know, also progress. Notably, this is done through two player handouts, ‘Child’s Knowledge’ and ‘Youngster’s Knowledge’, which present their world view rather than that the clan’s adults. These present a Sartarite clan from first principles, then second principles, and then the wider world, introducing Glorantha in an easy to digest step-by-step fashion. Other handouts cover the gods commonly worshiped by the Blue Jay Clan and the Dundealos tribe and details of the small city of Dundealosford, and the surrounding area. For the Game Master, there is more information about the Jaldonkillers tribe, including very full write-ups of the cults of Elmal (the Jaldonkillers being Horse Orlanthi, though the Player Characters are ‘City Jays’, living in Dundealosford), Redalda, Andred, and Drogarsi the Skald, as well as the Shamanic Tradition of the Steadfast Circle. These are exceptionally well done, and full of suggestions as what benefits worshippers—and the Player Characters—can gain from belonging to each cult as well as extra details that the Game Master can bring into play and each cult’s role in Blue Jay society. The cult of Andred—she is the goddess of victory and justice deferred—is new, as is the shamanic tradition write-up, and it should be noted that the cult descriptions for Elmal, Redalda, and Drogarsi are written from a non-Orlanthi perspective. So if a player would participate in a different campaign, he would need to be apprised of the differences. Further, not all of the cults which the Blue Jays belong to are covered in Valley of Plenty and a Game Master may need access to Sartar: Kingdom of Heroes if a player decides his character belongs to one of those.

On the downside, some of these handouts are lengthy and in places it feels as if the players need to do a bit of homework to play Valley of Plenty. As much as it is designed as an introduction to Glorantha—although one from a particular point of view—there is still a degree of buy-in upon the part of the players. Another issue is that Valley of Plenty only takes The Jaldonkillers Saga campaign so far, that is from childhood to adulthood, and not as far as the events surrounding the sundering of the tribe. Of course, Valley of Plenty sets up and hints at the events to come, but anyone expecting more will be disappointed, plus the scenarios in Valley of Plenty do not really end on a high point or a low point, or indeed with any great sense of a climax. These issues are minor, however, and will not really impinge on a play-through of Valley of Plenty.

With Valley of Plenty, the Jonstown Compendium has not one, but two good starter campaigns—campaigns that start from first principles about Glorantha and who the Player Characters are in the world—and take them deeper into the setting. The other of course is Six Seasons in Sartar. It is not difficult to draw comparisons between the two, because they share a number of similarities. They both focus on the one clan, their storylines both involve the sundering of their clans and subsequent reclamations, and both have the Player Characters beginning play before they are adults. However, whilst the events of Six Seasons in Sartar are more direct, those of Valley of Plenty are gentler, with more adventures before the Player Characters come of age. Of course, the big difference between Six Seasons in Sartar and Valley of Plenty is that the former is written for RuneQuest: Roleplaying in Glorantha whereas the latter is written for QuestWorlds. In fact, this is a good thing, since it means that they do compete with each other, though there is nothing to stop a Game Master adapting Valley of Plenty for use with RuneQuest: Roleplaying in Glorantha. However, she would need to take care as the RuneQuest: Roleplaying in Glorantha mechnics are not as forgiving when handling children Player Characters as QuestWorlds is.

Valley of Plenty
is an excellent campaign, an excellent campaign for Glorantha, and an excellent entry point for playing in Glorantha—so good that it could easy have been published by Chaosium. It guides both Game Master and her players, step-by-step, into the game and the world of Glorantha as well as the mechanics of QuestWorlds, in an enjoyably gentle fashion, supporting the process with an easily digestible background and details that can be brought into play. As an introduction to, and a first campaign—literally and narrativelyfor, Glorantha for QuestWorlds, this is a must buy, and were not for the fact that Valley of Plenty is written for use with QuestWorlds rather than RuneQuest: Roleplaying in Glorantha, one of the first purchases which should be made from the Jonstown Compendium. 

Is it worth your time?
YesValley of Plenty is a near perfect introduction to gaming in Glorantha and should be your first QuestWorlds purchase.
NoValley of Plenty is another Glorantha campaign starter and for another set of rules when there is more enough for RuneQuest: Roleplaying in Glorantha right now.
MaybeValley of Plenty contains background as well as adventures which could be adapted to your campaign or indeed, rules system, of your choice.